systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content. Key changes: - Prestige: node-based buff tech tree, graph panel, progress bar - Research: multi-worker system, per-generator research, xp generation - Ascension: meta-currency layer via multi-currency prestige resets - Buffs: refactored as generator-independent via catalogues - UI: currency panel, edge-scrolling camera + zoom, current-goal panel - Alchemy Tower: crafting building with recipe/cost system - Testing: 7 test suites (ascension, prestige, research, goals) - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
This commit was merged in pull request #1.
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@@ -2,7 +2,7 @@
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[ext_resource type="Script" uid="uid://coasop1lyw5rh" path="res://docs/museums/big_number_museum.gd" id="1_muwei"]
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[ext_resource type="PackedScene" uid="uid://btkxru2gdjsgc" path="res://currency_tile.tscn" id="2_a7k0t"]
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[ext_resource type="PackedScene" uid="uid://ckos7f22pnmyh" path="res://generator_container.tscn" id="2_h2bxk"]
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[ext_resource type="PackedScene" uid="uid://ckos7f22pnmyh" path="res://core/generator/generator_container.tscn" id="2_h2bxk"]
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[node name="BigNumberMuseum" type="Control" unique_id=1249411984]
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layout_mode = 3
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